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Refraction color desaturated when using a texture

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  • Refraction color desaturated when using a texture

    In a V-Ray Material, when a refraction color is set to a solid color then the rendered refractionFilter is the same color (ignoring fresnel), which makes sense. However, using a texture input color with the same solid color renders as desaturated in both the beauty image and the refractionFilter.

    Attached are three sample images along with maya and vrscene files to recreate the render. The right sphere is refractive and uses a refraction color hard coded in the shader to green, and the left sphere uses an identical shader except for a solid green ramp is the input for the refraction color. It seems like the spheres should be identical but the texture version is clearly desaturated versus the hard coded shader color. This was tested with V-Ray 2.1.20713. Is this a bug? Thanks!
    Attached Files
    Last edited by rainingwaffles; 05-10-2012, 03:49 PM.

  • #2
    can it be the gamma settings are affecting the color?
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      Hi rainingwaffles,

      There actually seems to be an issue with this and we're looking into it. Thanks for pointing that out.

      Best regards,
      yolov
      Alex Yolov
      Product Manager
      V-Ray for Maya, Chaos Player
      www.chaos.com

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      • #4
        Great... thanks for the quick response, looking forward to the fix!

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        • #5
          By the way, upon further testing it looks like this only happens when the VRayMtl has no diffuse component. Adding a diffuse component, even a negligible one, appears to resolve the issue.

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